2020-11-19 20:35:16 +08:00
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package rpc.protocols;
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2019-01-24 16:31:46 +08:00
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option optimize_for = SPEED;
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import "CommonProto.proto";
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// request 编号需要小于 response 编号
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2019-03-02 18:21:48 +08:00
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// 战斗开始
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message FightStartRequest {
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2019-02-26 19:43:40 +08:00
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// 战斗类型(手动,自动)
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optional int32 fightType = 1;
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2019-08-16 10:02:49 +08:00
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optional int32 type = 2; // 类型 1: 关卡 2:地图 3:精英怪 4:爬塔副本 5 :妖兽
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2019-04-11 17:25:57 +08:00
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optional int32 fightId = 3;
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2019-06-27 00:14:40 +08:00
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optional int32 teamId = 4; //队伍id
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2019-02-26 19:43:40 +08:00
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}
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2019-03-02 18:21:48 +08:00
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message FightStartResponse {
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2019-03-20 15:55:10 +08:00
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// 战斗属性
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optional FightData fightData = 1;
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2019-02-26 19:43:40 +08:00
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}
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2023-07-04 17:14:15 +08:00
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2023-07-04 17:23:15 +08:00
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// 自动战斗
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message AutoFightRequest {
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optional int32 fightId = 1;//关卡id
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optional int32 teamId = 2;//队伍id
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2023-07-04 17:14:15 +08:00
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}
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2023-07-04 17:23:15 +08:00
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message AutoFightResponse {
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2023-07-04 17:14:15 +08:00
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optional int32 result = 1;//战斗结果
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2023-07-04 17:54:13 +08:00
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optional Drop drop = 2;//掉落
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2023-07-04 17:14:15 +08:00
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}
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2019-03-20 14:52:03 +08:00
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2019-03-02 18:21:48 +08:00
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// 战斗结束
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message FightEndRequest {
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2019-03-19 15:55:25 +08:00
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// 怪物组id(接战斗验证后可删除)
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optional int32 monsterGroupId = 1;
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2019-03-20 14:52:03 +08:00
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// 战斗序列帧 14#1#0|14#1#0|14#1#0|...|14#1#0
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optional string frames = 2;
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2019-04-11 20:37:22 +08:00
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optional int32 fightId = 3;
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2019-09-24 14:00:15 +08:00
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optional int32 type = 4; // 类型 1: 关卡 2:地图 3:精英怪 4:爬塔副本 5:妖兽 6: 新关卡
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2020-05-29 14:11:12 +08:00
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optional int32 dropout = 5 ;// 是否退出 1 :退出
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2019-02-26 19:43:40 +08:00
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}
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2019-09-24 15:08:44 +08:00
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message UpdateUserExpIndicaiton{
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optional int32 level = 1 ;// 玩家等级
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optional int32 exp =2 ; // 玩家经验
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}
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2019-03-02 18:21:48 +08:00
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message FightEndResponse {
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2019-03-22 18:29:43 +08:00
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//战斗结果
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optional int32 result = 1;
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2019-04-18 15:20:16 +08:00
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// 事件获得的道具
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2020-01-07 17:19:04 +08:00
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optional Drop enventDrop = 2; //工会boss代表基础掉落
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2019-04-18 15:20:16 +08:00
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// 任务获得的道具
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2020-01-07 17:19:04 +08:00
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optional Drop missionDrop = 3; // 工会boss代表随机掉落
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2019-04-18 15:20:16 +08:00
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//英雄剩余血量
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2021-02-23 16:03:05 +08:00
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repeated int64 remainHpList = 4;
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2019-04-18 15:20:16 +08:00
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// 更新主线任务
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optional Mission mission = 5;
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// 探索地图剩余时间(秒)
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optional int32 leftTime = 6;
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2019-04-29 15:10:25 +08:00
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// eventPointConfig id
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optional int32 eventId = 7;
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2019-07-01 19:28:03 +08:00
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// 试炼时间(最后一层专用)
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optional int32 lastTowerTime = 8;
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2019-07-03 14:51:17 +08:00
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// 试炼精气
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2020-01-07 17:19:04 +08:00
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optional int32 essenceValue = 9; // 工会boss代表伤害值 试炼副本代表精气值
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2019-08-06 20:08:13 +08:00
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optional int32 lastXY =10; //失败回退到上一步的位置坐标
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2019-09-24 14:00:15 +08:00
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optional UpdateUserExpIndicaiton UpdateUserExpIndicaiton = 11;//经验
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2019-04-18 15:20:16 +08:00
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}
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2019-04-17 23:09:45 +08:00
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2019-04-18 15:20:16 +08:00
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// 快速战斗
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message FastFightResponse {
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//战斗结果
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optional int32 result = 1;
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// 事件获得的道具
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optional Drop enventDrop = 2;
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// 任务获得的道具
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2019-04-17 23:09:45 +08:00
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optional Drop missionDrop = 3;
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2019-03-21 14:31:24 +08:00
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//英雄剩余血量
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2021-03-31 09:04:09 +08:00
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repeated int32 remainHpList = 4;
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2019-03-27 18:54:11 +08:00
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// 更新主线任务
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2019-04-17 23:09:45 +08:00
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optional Mission mission = 5;
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2019-04-12 13:49:17 +08:00
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// 探索地图剩余时间(秒)
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2019-04-17 23:09:45 +08:00
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optional int32 leftTime = 6;
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2019-06-26 17:26:27 +08:00
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// 试炼精气
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optional int32 essenceValue = 7;
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2019-08-06 20:08:13 +08:00
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optional int32 lastXY =8; //失败回退到上一步的位置坐标
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2019-08-07 14:47:10 +08:00
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optional int32 testXY = 9; // 测试数据
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2020-05-29 11:26:42 +08:00
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optional FightData fightData = 10;//战斗数据
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2020-06-01 09:58:35 +08:00
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optional Cell cell = 11;//试炼副本添加传送门
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2020-05-29 11:26:42 +08:00
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2019-03-02 18:21:48 +08:00
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}
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2019-04-18 15:20:16 +08:00
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2019-04-11 17:25:57 +08:00
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// 扫荡开始
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message SweepRightRequest {
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optional int32 type = 1; //1 :关卡
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optional int32 fightId = 2;
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optional int32 num = 3; //扫荡次数
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2019-07-02 13:01:05 +08:00
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optional int32 targetItemId =4 ;//目标物品
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optional int32 targetItemNum=5;// 获取奖励
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2019-04-11 17:25:57 +08:00
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}
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message SweepRightResponse {
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// 获得的道具
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2020-01-09 16:05:19 +08:00
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optional Drop Drop = 1; // 基础奖励
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optional Drop randomDrop =2 ; // 随机奖励
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optional ItemInfo ItemInfo =3;
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optional int32 hurt = 4;
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optional FightData fightData=5 ; //战斗数据
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2019-04-11 17:25:57 +08:00
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}
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2019-05-13 12:07:20 +08:00
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message FightRePlayRequest{
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2021-02-03 16:15:22 +08:00
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optional int32 type =1; // 类型 1:竞技场防守记录,2:竞技场冠军纪录,3:boss记录,4:四灵试炼战斗记录
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2019-05-13 12:07:20 +08:00
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optional string fightId =2; // fight 动态Id
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}
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message FightRePlayResponse{
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optional FightData fightData =1;
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}
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2019-04-11 17:25:57 +08:00
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2019-05-16 14:36:57 +08:00
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message TakeAventureRewardRequest{
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optional int32 type =1; //1:花费材料快速领取 2:普通领取
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optional int32 position = 2; // 驻扎区域编号 -1标示一键领取
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}
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message TakeAventureRewardResponse{
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2019-05-20 14:50:16 +08:00
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optional Drop Drop = 1; //基础奖励
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optional Drop randomDrop =2; // 随机奖励
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2019-05-16 14:36:57 +08:00
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}
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message AdventureUpLevelRequest{
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optional int32 arenaId =1; // 区域id
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}
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message AdventurnChallengeRequest{
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optional int32 arenaId =1; // 区域id
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optional int32 teamId =2 ; // 队伍id
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optional int32 skipFight =3; //是否跳过战斗
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}
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message AdventurnChallengeResponse{
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optional int32 fightResult =1; // 战斗结果。
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optional FightData fightData =2 ;// 战斗数据
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}
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2019-05-16 16:33:33 +08:00
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message AdventureBossInfoResponse{
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2019-05-16 19:22:49 +08:00
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repeated AdventureBossInfo adventureBossInfo=1;
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2019-05-16 16:33:33 +08:00
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}
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2019-05-16 14:36:57 +08:00
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message AdventurenBossChallengeRequest{
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optional string bossId =1; //出现区域boss
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optional int32 teamId =2; // 进攻队伍id
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optional int32 fightTimes =3;// 进攻次数
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optional int32 skipFight =4 ;// 是否跳过战斗 1:跳过 0:不跳过
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}
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message AdventurenBossChallengeResponse{
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optional int32 hurtNums =1; // 打boss血量
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optional FightData fightData =2;
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2019-05-16 20:33:55 +08:00
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optional int32 fightResult = 3;// 是否被击杀 1:击杀 0:未击杀
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optional int32 consumeFightTimes = 4; //本次消耗次数
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2019-07-03 14:20:40 +08:00
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optional string killRewards = 5 ; //击杀奖励
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2019-07-08 12:06:49 +08:00
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optional int32 bossTotalHp = 6; //boss 总血量
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optional int32 bossRemainHp = 7 ;// boss 剩余血量
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2019-05-16 14:36:57 +08:00
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}
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2019-08-17 10:51:03 +08:00
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message AdventureBossKillIndication{
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optional int32 pos = 1; //层数
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optional string bossId=2;// bossId
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}
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2019-05-16 14:36:57 +08:00
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message AdventureBossShareRequest{
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optional string bossId =1 ; // 分享的bossId
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}
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message AdventurnRankRequest{
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optional int32 page =1; //请求排行榜的页数
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}
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message AdventurnRankResponse{
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repeated AdventureRankItemInfo adventureRankItemInfo =1;
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optional AdventureRankItemInfo myInfo =2;
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}
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2019-05-16 20:18:34 +08:00
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message AdventureBossFindIndication{
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2019-10-21 18:35:56 +08:00
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optional AdventureBossInfo adventureBossInfo =1;
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2019-05-16 20:18:34 +08:00
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}
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2019-07-04 22:05:13 +08:00
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message AdventureLeftRequest{
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optional int32 type =1; // 0 :离开,1:进入
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}
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2019-08-17 10:51:03 +08:00
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message AdventureCallBossResponse{
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2019-10-21 18:35:56 +08:00
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optional AdventureBossInfo adventureBossInfo =1;
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2019-08-17 10:51:03 +08:00
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}
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2019-10-08 14:56:48 +08:00
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message QuickStartMonsterFightRequest{
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optional int32 fightId = 1;
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optional int32 teamId = 2; //队伍id
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}
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message QuickStartMonsterFightResponse{
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//战斗结果
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optional int32 result = 1;
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// 事件获得的道具
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optional Drop enventDrop = 2;
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2019-11-11 14:25:25 +08:00
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optional FightData fightData =3;
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2019-10-08 14:56:48 +08:00
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}
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2019-10-08 11:23:33 +08:00
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message MainLevelRankInfoResponse{
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repeated MainLevelRankInfo MainLevelRankInfo = 1;
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optional MainLevelRankInfo myMainLevelRankInfo =2;
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}
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2019-10-27 15:30:19 +08:00
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message MainLevelFightUpdateIndication{
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optional int32 fightId = 1;//关卡id
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optional int32 state =2;// 状态
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}
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2020-05-07 14:38:07 +08:00
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message FastFightChallengeRequest{
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optional int32 type = 1 ; //类型 1:车迟斗法挑战boss 2:车迟斗法抢夺
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optional int32 challeageId = 2 ; //挑战id
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}
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message FastFightChallengeResponse{
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2021-10-28 16:58:14 +08:00
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optional int64 score = 1; //获取积分信息
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optional int64 hurt = 2 ;// 伤害值
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2020-05-08 10:53:31 +08:00
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optional FightData fightData = 3;
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2020-05-07 14:38:07 +08:00
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}
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2019-10-27 15:30:19 +08:00
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2020-10-20 17:26:28 +08:00
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// 通关开启礼包
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message RechargeInfoIndication{
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optional int32 rechargeId = 1; // RechargeCommodityConfig id
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optional int32 buyCount = 2; // 已购买次数
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optional int32 leftTime = 3; // 礼包剩余购买时间
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}
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2021-05-24 14:54:22 +08:00
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//心魔试炼扫荡
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message SweepDemonRequest {
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2021-05-25 16:59:55 +08:00
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optional int32 id = 1; //关卡
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optional bool onkeySweep = 2;//是否一键扫荡
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2021-05-24 14:54:22 +08:00
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}
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message SweepDemonResponse {
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// 获得的道具
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optional Drop Drop = 1; // 基础奖励
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}
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2019-05-16 14:36:57 +08:00
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2023-03-07 17:16:06 +08:00
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// 多对塔
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message DuoduiChallengeRequest{//挑战
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optional int32 type = 1;//1:双队,2:三队
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optional int32 tier = 2;//层数
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optional int32 operate = 3;//1:挑战,2:扫荡
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}
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message DuoduiChallengeResponse{
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2023-03-14 10:37:35 +08:00
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repeated int32 result = 1;//是否通过
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2023-03-07 17:16:06 +08:00
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optional Drop drop = 2;//奖励
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repeated FightData data = 3;//战斗结果
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}
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message DuoduiInfoRequest{//信息
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}
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message DuoduiInfoResponse{
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2023-03-07 17:35:54 +08:00
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repeated DuoduiInfo info = 1;//多队塔信息
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2023-03-07 17:16:06 +08:00
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}
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2023-03-15 10:19:00 +08:00
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// 多队塔挂机奖励
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message GetDuoduiRewardRequest{
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optional int32 type = 1;//类型
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optional int32 operate = 2;//1:普通,2:极速
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}
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message GetDuoduiRewardResponse{
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optional Drop drop = 1;//掉落
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}
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2019-03-02 18:21:48 +08:00
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